Forged Alliance ForeverForged Alliance Forever Forums2019-05-04T15:11:07+02:00http://forums.faforever.com/feed.php?f=532019-05-04T15:11:07+02:002019-05-04T15:11:07+02:00http://forums.faforever.com/viewtopic.php?t=17513&p=174336#p174336I'll have a good look at it. I still have some Ideas I might realize at some point and now I can make sure to keep them compatible to ozonex's editor.

I don't understand whats great about my averaging. I just take the height values of opposing points and average them. There still remains is a seam that has to be cleaned up.

]]>2019-05-04T14:45:12+02:002019-05-04T14:45:12+02:00http://forums.faforever.com/viewtopic.php?t=17513&p=174333#p174333Not many people are using that editor anymore as ozonex created a brand new one that uses the unity engine:

]]>2019-05-04T14:28:46+02:002019-05-04T14:28:46+02:00http://forums.faforever.com/viewtopic.php?t=17513&p=174332#p174332As far as I am aware the current procedure to make a map point symmetric is described here under "Editing the heightmap in photoshop": https://wiki.faforever.com/index.php?title=Map_EditorThis tool lets you just paint over the parts of the map you want to keep and marks the areas that will be overridden in red.

]]>2019-05-04T13:48:19+02:002019-05-04T13:48:19+02:00http://forums.faforever.com/viewtopic.php?t=17513&p=174329#p174329Statistics: Posted by Uveso — 04 May 2019, 13:48
]]>2019-05-04T13:34:45+02:002019-05-04T13:34:45+02:00http://forums.faforever.com/viewtopic.php?t=17513&p=174327#p174327There is no plane of symmetry, just a point.

]]>2019-05-04T13:17:46+02:002019-05-04T13:17:46+02:00http://forums.faforever.com/viewtopic.php?t=17513&p=174326#p174326Statistics: Posted by Anihilnine — 04 May 2019, 13:17
]]>2019-05-04T12:45:00+02:002019-05-04T12:45:00+02:00http://forums.faforever.com/viewtopic.php?t=17513&p=174323#p174323point symmetry is hard to explain without images. However many SupCom maps use it. Setons Clutch would be a prime example.

]]>2019-05-04T13:36:11+02:002019-05-04T12:18:53+02:00http://forums.faforever.com/viewtopic.php?t=17513&p=174319#p174319it takes the .raw files the editor outputs and makes them point-symmetric.The improvement over using image editing software is that you can use a paintbrush tool to select the areas you want to keep.

Here is an example of using it on a heightmap of the grand canyon:

And here is the result inside the map editor:

As of now this only works with heightmaps, stratums are not supported. Also it only works on square heightmaps but as I understand all our heightmaps are square anyways.

]]>2019-05-02T20:11:51+02:002019-05-02T20:11:51+02:00http://forums.faforever.com/viewtopic.php?t=17421&p=174247#p174247last time we had to deal with inconsistencies in that regard we tried to set this value so that amphibious units that can shoot with their (regular over water) weapons are in the land layer

]]>2019-05-02T20:06:18+02:002019-05-02T20:06:18+02:00http://forums.faforever.com/viewtopic.php?t=17421&p=174246#p174246As for the ability to walk up shores, every unit in the game can or cannot traverse a specific gradient level. If you enable the "height heat map" in the editor, if you see yellow/ orange overlay, that means the unit can walk along that terrain. Green means that structures can be built upon it and traversed by units.

]]>2019-04-20T21:02:35+02:002019-04-20T21:02:35+02:00http://forums.faforever.com/viewtopic.php?t=17416&p=173667#p173667How hard would that be to implement, waters -1 depth from the surface accessible to both land units and t1-2 ships?